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* Merge branch 'master' into bigmergeMelanie2011-11-101-1/+3
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| * Correct test failure in sit position check of TestSitAndStandWithNoTarget()Justin Clark-Casey (justincc)2011-11-071-1/+3
| | | | | | | | | | | | Curiously, a Vector3.ToString() will not display the last two places of the float. In this case, the failure of the assertion would confusingly report Expected: <0, 0, 0.8454993> But was: <0, 0, 0.8454993> when actual Z figure is 0.845499337 Should fully address http://opensimulator.org/mantis/view.php?id=5779
* | Merge branch 'master' into bigmergeMelanie2011-11-071-1/+1
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs
| * That such a trivial change can be so difficult to get right. Fix it this time.Melanie2011-11-071-1/+1
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| * Fix build breakMelanie2011-11-071-1/+1
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| * Fix up failing test to compensate for changed sit target offsetMelanie2011-11-061-2/+2
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| * Convert SendKillObject to take a list of uint rather than sending oneMelanie2011-11-062-2/+2
| | | | | | | | packet per prim. More to come as we change to make use of this.
* | Fix up failing test to compensate for changed sit target offsetMelanie2011-11-061-2/+2
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* | Merge branch 'master' into bigmergeMelanie2011-11-052-3/+40
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.cs
| * Fix NPC sitting for prims without a sit target.Justin Clark-Casey (justincc)2011-11-052-3/+40
| | | | | | | | | | | | | | | | This is to partially address http://opensimulator.org/mantis/view.php?id=5769 We don't need to call SP.HandleAgentSit() again if we are within 10m since the autopilot won't trigger. By calling it twice, the position of the sitting NPC was wrongly adjusted, ending up near <0,0,0>. However, this change does mean that NPCs further than 10m away will not attempt to autopilot to the prim, though this code was broken anyway (is actually a different mechanism to normal NPC movmeent). Hopefully this can be addressed soon.
* | Merge branch 'master' into bigmergeMelanie2011-11-041-7/+4
|\ \ | |/ | | | | | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs OpenSim/Region/CoreModules/LightShare/LightShareModule.cs OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
| * Rename ForEachAvatar back to ForEachScenePresence. The other changesDan Lake2011-11-032-3/+3
| | | | | | | | | | | | from previous commit which sort out which iterator is used are left intact. A discussion is needed as to what constitutes an avatar vs a ScenePresence.
| * Renamed ForEachRootScenePresence to ForEachAvatar. Cleaned up calls toDan Lake2011-11-032-9/+6
| | | | | | | | | | | | | | | | | | | | | | | | | | | | the 3 iteration functions so more of them are using the correct iteration for the action they are performing. The 3 iterators that seem to fit all actions within OpenSim at this time are: ForEachAvatar: Perform an action on all avatars (root presences) ForEachClient: Perform an action on all clients (root or child clients) ForEachRootClient: Perform an action on all clients that have an avatar There are still a dozen places or so calling the old ForEachScenePresence that will take a little more refactoring to eliminate.
| * Port the Avination offline messaging system to CoreMelanie2011-11-021-1/+1
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* | Merge branch 'master' into bigmergeMelanie2011-11-011-1/+18
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
| * Add "appearance send" command to allow manual sending of appearance.Justin Clark-Casey (justincc)2011-11-011-1/+18
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* | Merge branch 'master' into bigmergeMelanie2011-10-273-18/+13
|\ \ | |/ | | | | | | | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
| * Removed use of 'is' operator and casting to find the root ScenePresence in ↵Dan Lake2011-10-272-14/+12
| | | | | | | | MessageTransfer modules and Groups module.
| * Added new ForEachRootScenePresence to Scene since almost every delegate ↵Dan Lake2011-10-271-4/+1
| | | | | | | | passed to ForEachScenePresence checks for !IsChildAgent first. It consolidates child and root handling for coming refactors.
* | Merge branch 'master' into bigmergeMelanie2011-10-264-1/+4
|\ \ | |/ | | | | | | Conflicts: OpenSim/Framework/Watchdog.cs
| * Make OpenSim.Framework.Servers.HttpServer rely on OpenSim.Framework instead ↵Justin Clark-Casey (justincc)2011-10-254-1/+4
| | | | | | | | | | | | | | | | | | of the other way around. This is necessary so that code in HttpServer can use framework facilities such as the thread watchdog for monitoring purposes. Doing this shuffle meant that MainServer was moved into OpenSim/Framework/Servers Also had to make OpenSim.Framework.Console rely on OpenSim.Framework rather than the other way around since it in turn relies on HttpServer MainConsole and some new interfaces had to be moved into OpenSim/Framework to allow this. This can be reverted if parts of OpenSim.Framework stop relying on console presence (cheifly RegionInfo)
* | Merge commit '9b3bbedeea5c6ea2421b36e5f0e23ab798870ba0' into bigmergeMelanie2011-10-251-1/+1
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| * refactor: rename some AssetHelpers.CreateAsset() methods to ↵Justin Clark-Casey (justincc)2011-10-221-1/+1
| | | | | | | | CreateNotecardAsset()
* | Merge commit '9c430208769ab7fd7877093e278e8fcae02ecef3' into bigmergeMelanie2011-10-251-1/+1
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| * Get OdeScene to use passed in time step rather than hard-coded 0.089Justin Clark-Casey (justincc)2011-10-201-1/+1
| | | | | | | | However, I still don't recommend changing MinFrameTime from 0.089, high values do not work well and lower values don't seem to make much difference
* | Merge commit 'da794f34a56f7c88904315ae538de8f3790e6891' into bigmergeMelanie2011-10-253-8/+8
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| * Renamed and rearranged AvatarFactoryModule to eliminate redundant lookups of ↵Dan Lake2011-10-193-8/+8
| | | | | | | | scene presence by client ID.
* | Merge commit '120114e96becc6fee1311300359dcefaf4013c0e' into bigmergeMelanie2011-10-252-7/+2
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| * refactor: Make IClientAPI.DebugPacketFormat a property rather than a setter ↵Justin Clark-Casey (justincc)2011-10-172-7/+2
| | | | | | | | without a getter
* | Merge commit 'de161585c0960a93911f446f0179441ba5470245' into bigmergeMelanie2011-10-252-2/+23
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| * Implement osNpcStand(<npc-id>)Justin Clark-Casey (justincc)2011-10-172-2/+23
| | | | | | | | Allows you to stand an NPC that has sat.
* | Merge commit '0c041ce12f393367e2754e88d9b8dad5e45f88c4' into bigmergeMelanie2011-10-252-0/+42
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.cs
| * Implement osNpcSit(). This is still in development so don't trust itJustin Clark-Casey (justincc)2011-10-172-0/+42
| | | | | | | | | | | | | | | | | | Format is osNpcSit(<npc-uuid>, <target-uuid>, OS_NPC_SIT_IMMEDIATE) e.g. osNpcSit(npc, llGetKey(), OS_NPC_SIT_IMMEDIATE); At the moment, sit only succeeds if the part has a sit target set. NPC immediately sits on the target even if miles away - they do not walk up to it. This method is in development - it may change so please don't trust it yet. Standing will follow shortly since that's kind of important once you're sitting :)
* | Merge commit 'aa19ccf65c9cd235e0ba941e9832c5240df4412c' into bigmergeMelanie2011-10-252-2/+2
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| * refactor: rename IClientAPI.SendPrimUpdate() to SendEntityUpdate() since it ↵Justin Clark-Casey (justincc)2011-10-142-2/+2
| | | | | | | | sends entity updates (including presence ones), not just prims.
* | Merge branch 'master' into bigmergeMelanie2011-10-121-1/+1
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| * Change default groups messaging module in hardcode to the empty string.Melanie2011-10-121-1/+1
| | | | | | | | | | Modules should not assume thet they are the one and only, but only be enabled when explicitly configured.
* | Merge commit 'bd9ba904c3e4d9c2c626a7749f19f124b4ddcf15' into bigmergeMelanie2011-10-121-10/+0
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.cs
* | Merge commit '146322eb34c15a5722cfe42dd012821ddf441fe6' into bigmergeMelanie2011-10-121-7/+5
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/OptionalModules/World/TreePopulator/TreePopulatorModule.cs
| * Removed redundant IClientAPI calls from TreePopulatorModule. Removing tree ↵Dan Lake2011-10-041-14/+2
| | | | | | | | objects already triggers objectkill packet to client. No need to send again.
* | Merge commit '460946ad62b682c7a942751f192ca9e96b662f0e' into bigmergeMelanie2011-10-111-4/+2
|\ \ | |/ | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/Scene.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
| * Removed redundant code in AttachmentsModule and simplified interfaces which ↵Dan Lake2011-10-031-4/+2
| | | | | | | | converted back and forth between ScenePresence and IClientAPI. More to be done still.
* | Merge commit 'd358125cac4e01194dae4b1f0bc9afc87e463f76' into bigmergeMelanie2011-10-113-76/+5
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| * Reinstate option to land an npc when it reaches a target.Justin Clark-Casey (justincc)2011-09-223-76/+5
| | | | | | | | This is moved into ScenePresence for now as a general facility
* | Merge commit '241e07d006fad1b54e088d8a9ddede0b98a1e800' into bigmergeMelanie2011-10-111-1/+1
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/Scene.cs
| * Move code which handles NPC movement into Scene so that this can also be ↵Justin Clark-Casey (justincc)2011-09-211-1/+1
| | | | | | | | | | | | | | | | used by Autopilot coming from the client side. I thought that I had implemented this but must have accidentally removed it. Adds a regression test to detect if this happens again. Temporarily disables automatic landing of NPC at a target. Will be fixed presently.
* | Merge commit '8159fd7110459246ff61a41800899f5d854eceee' into bigmergeMelanie2011-10-111-4/+12
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.cs
| * When calling osNpcMoveTo(), rotate the avatar in the direction of travel.Justin Clark-Casey (justincc)2011-09-211-4/+12
| | | | | | | | | | | | | | This stops the npc walking backwards if the target is directly behind. This means that the npc no longer returns to its original rotation once movement has finished. If you want this behaviour, please store and reset the original rotation after movement. This is somewhat to address http://opensimulator.org/mantis/view.php?id=5678
* | Bring us up to date.Tom2011-09-141-14/+80
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| * Fix test failure. Oversight in setting up the tests themselves.Justin Clark-Casey (justincc)2011-09-081-1/+2
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